"Reach the core without turbo doesn't work -- I didn't hit turbo once and reached the core twice that way without it giving me the 100 []s"
"Without turbo equipped :) For real maniacs!"
How do you unequip turbo?
upgrade ordeR: coins, magnet, speed, anything you want. Game is easy after those 3.
Boss 2: pin the rabbit behind the rock, kill the bear. Run circles around the rabbit = dead
Boss 3: pin behind rock. his graphic is bigger than rock, so can kill from other side = dead
unfortunately anyone with depth perception can solve these very easily. perhaps if you didn't connect the stars with line's we'd be in for more of a challenge
Walkthrough:
1. Pick up sharp wooden stick outside post office
2. Use sharp wooden stick on coin stuck on Winter Wonderland Fair sign
3. Pick up gold coin and give to first fair booth. Solve map and get bolt cutter
4. Use bolt cutter on drain hole in pub. Get the treasure map
5. Give treasure map to pub owner, get a bottle of rum
6. Give bottle of rum to the other fair booth owner, solve map, get umbrella
7. Use umbrella to get bucket out of well and give to kid for snowman hat
8. Use tweezers to get lighter in between wood planks below the green window on the fair booth map
9. Use the lighter to melt iceberg and get key. Give key to postman
Well, the fps wasn't an issue on my run through. After lvl 3 I decided it was kinda easy, especially if you herd the birds and they all have the same timing on their swoops; so I played bird herder the rest of the game (I know it's not what you intened). Being able to beat it while herding as many birds as I could on the way to the finish might be evidence of lack of randomness in the birds. Not sure how you'd fix that
More hero's would be nice :) Creating our own combo of 4 heroes would be a neat feature that expands replayability.
I'm not sure the difference in heroes besides the rings they start with. I can make everyone an archer if I want, which is good as everyone should potentially be able to equip anything. What special features do using bows on the archer give aside from using a bow on a healer? Maybe weapon preferences will give +X% damage to a certain hero when using an item?
Item sets would be great to see! Adding a collection feature to the game would increase the replayability and since no achievements are installed yet, it would give something to work towards.
Let's see: The heroes have different starting stats and growth rates. The Archer for instance is good with crits, while the Necro likes life-stealing. I like that weapon preference idea, I'm noting that :) Set would be nice too indeed!
Can we get a hover box over the tap upgrade to see how much power is being added each upgrade and what value our power is at?
I second the shortcut to inventory, if not a button to consume a potion. ie press x then click the hero. Maybe have a potion slot or to so we can assign which potion is used by which letter.
Is there a bottom to the dungeons? Does loot (items and gold) increase the farther you go down? I've been down to 20 and can't seem to see a difference.
I'm noting that hover box suggestion. The key to open inventory will be added in the next update (also an item wich makes the wearer drink potions when needed). There's no ending in the dungeons, you can go as far as the enemies let you! The item level increases (after the 1st reset) the deeper you go.
The ice golem's icicle rain doesn't really make sense. It hits units 5 times in a given area, but that area seems like it's read in once at the beginning of the move. So anyone moving into or out of that area isn't effected, so long as they weren't in it to start. Yet after they're in it even if they leave, they're still damaged by icicles that aren't hitting them? since their life ticks 5 times and there are 5 icicle waves, I assume this move isn't a damage over time move, therefore them not being in range of the icicles should preclude them from damage.
Thoughts for improvement: You've already got a scrolling text on hit counters and crits which I think is awesome, but how about in the settings, adding features for dps, incoming damage hits, boss hp% and hard#, etc. I don't think the code would be much different for adding these other than their source? I'm not sure what you lang you coded this in. This would help us optimize dps (more importantly elemental dps) and give it more of a raid feel. I think this is attainable and would love to see it :) great game
the taunt book: if my warrior is already attacking the creature, most likely it's attacking him. My problem is with the arena at the moment. When everyone was on equal speed the monsters would dive straight for a random one of my heroes, more often than not a healer or archer. They stand no chance against this sort of ambush. I decided to equip taunt and speed books to my warriors, now they plow straight at the mobs and all taunt the first (same) target. Since taunt only applies to 1 monster, 1 monster is taunted while the other 10 still run right by and wipe my dps/heals.
Solution: Can taunt be an area effect? This may stop the drive by mobbings.
The AI upgrades will deal with this. There will be one that lets warriors taunt more effectively, by being able to intelligently "taunt away" an enemy that is attacking a priest or archer :)
another idea, the faster you beat a boss, the better chance of a rarer reward. So if you just barely beat him, your rewards aren't OP as frequently, whereas if you're running lower dungeons @ a high level, there's still incentive to do it as you have a good chance for uniques out of that dungeon.
my healers obsession with attacking instead of healing is really annoying. Run some sort of code line where they heal 75% and attack 25% of the time, so there's still the chance they won't heal, but the majority of the time they do.
It's very hard, but not impossible. Collect more technologies and you can complete it!